cbuffer MatrixBuffer
{
	matrix worldMatrix;
	matrix viewMatrix;
	matrix projectionMatrix;
};

struct VertexInputType
{
	float4 position:POSITION;
	float4 color:COLOR;
};

struct PixelInputType
{
	float4 position:SV_POSITION;
	float4 color:COLOR;
};


////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType ColorVertexShader(VertexInputType input)
{
	PixelInputType output;

	// Change the position vertor to be 4 units for proper matrix calculations.
	input.position.w = 1.0f;
	
	// Calculate the position of the vertex against the world, view and projection matrices.
	output.position = mul(input.position, worldMatrix);
	output.position = mul(output.position, viewMatrix);
	output.position = mul(output.position, projectionMatrix);

	// Store the input color for the pixel shader to use.
	output.color = input.color;

	return output;
}
